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Posts posted by datiswous
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6 hours ago, Daft Mugi said:
I found two objects with missing textures in 2.11 beta 1 (also, missing in earlier 2.11 dev asset versions). They look fine using 2.10 assets.
DR says the material is missing. Looking at file tdm_epi_shader_2.mtr (in tdm_textures_base01.pk4) (where the material originally comes from), this file is much smaller in 2.11 than in 2.10 and misses the material.
Maybe the file was cleaned up to only include what is in TDM core. Previously had materials included specifically used in certain missions?
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On 12/2/2022 at 8:42 PM, stgatilov said:
beta211-01 (rev 16656-10190)
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Hi my console shows #10189 . Is there a difference with #10190 ? TDM installer shows I'm using 2.11 beta 1.
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Actually the new beta 1 is r10189, but I didn't see it at first. Now I have it as well.
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Is r10189 a special version? Because it can't be installed as a dev-build via the installer.
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Ah ok sorry, I didn't understand what you meant. In fact I never heard of projected textures before and just started reading about it.
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I find baked shadows and lighting absolute atmosphere killers most of the time.
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Just want to say that the abandoned works listing grew quite a bit recently:
https://wiki.thedarkmod.com/index.php?title=Abandoned_Works
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2 hours ago, JackFarmer said:
Anyway, I have wasted lots of time with this. I'll try again next year when I add gameplay, will keep you posted.
I'm willing to test. You could give me a testmap with the problematic scene. But you can also wait a year. Maybe we know more then.
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3 hours ago, Frost_Salamander said:
ok thanks. I definitely didn't get any reports of 100 FPS frame drops in beta or since release. Sounds like I'll need to get you to beta test my next FM
Yeah sorry I wasn't around then. But glad I played it.
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Yeah maybe the surroundings are too small?
2 hours ago, JackFarmer said:Did not really make good experiences with path nodes and fire elementals in the past
Why is that? Too monotone? And like I said, you can combine them.
Pretty scene btw.
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2 hours ago, SeriousToni said:
"share with anyone who has the URL"
I thought that if you share it that way people don't have to be logged in..
It's not really an issue for me personally btw. because I have an account.
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Hi, another noob question:
The wiki says this about ambient_world:
QuoteCreate A light and then name it ambient_world
So the classname = light and the name = ambient_world .
But there is also a classname = ambient_world . Is that the same?
Edit: I think this is sort of a preset so you don't have to manually do the configuration and make mistakes. Correct?
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Yes. In Animal patrol mode it does some random movements. Also you have to set the fly_seek_scale, see post above.
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On 11/6/2018 at 5:09 PM, stgatilov said:
There is a command setviewpos (and teleport), which puts player to specified coordinates.
Is there a list of all the commands that can be used in the console and that actually (still) work in TDM (some might have come over from Doom3)? On the wiki I only found a very small list.
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I think they were often scenes with volumetric lighting. I can't recall precisely. It was not problematic. Performance in most scenes was actually very good considering how good everything looks. But I could sometimes turn the view around and get a drop by 100fps.
Here are my system specs:
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On 7/2/2022 at 2:09 AM, Acolytesix said:
So did that key in the drawer ever get fixed?
Nope. It's a typical bug in more missions I think. You can close the drawer and open it again and then you can frob it.
Anyway, I found it a mission in need for a graphical update. Poor textures (also almost no variation), noshadows almost everywhere, light leaking through walls in lots of places and it is utterly empty. There's also this door that you can walk through.
The castle surroundings are pretty though.
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Soft stencil shadows i.m.o. look nicer overall. Volumetric lights automatically work with shadow maps anyway even when Stencil shadows are enabled. This could possibly been done with transparent materials?
39 minutes ago, kano said:It is probably the most impactful performance setting in the game.
I think anti-aliasing is.
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Btw. @Frost_Salamander fantastic mission! Didn't expect it to be this big.
A small gripe is that often in rooms there's not enough space, so you get stuck when you open things, or ai have no space to properly fall after knockout, etc. I guess maybe you first build rough rooms and later fill them, but then if space is cramped you can't easy fix that.
Another thing I noticed is that there are big jumps in performance, for me between 30fps and 160fps.
Here some screenshots with comments about minor things I encountered.
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The architecture looks like it is prepared for flood. That's what I meant.
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I'm fiddling with the automation feature and it's fun.
Btw. I think some of the mainmenu guiscripts won't work anymore because of the changed main menu gui (I assume).
@gamectrl down doesn't seem to do anything in the game (while the console says Finished) and I have noclip enabled. @gamectrl up works fine.
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Is that a near-water area?
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4 hours ago, stgatilov said:
If you are OK with manually listing all coordinates and names, then it should work.
Is it possible to teleport to a select entity? For example a specific info_location entity, without knowing the coordinates? If that was placed in the middle of every room.
I was also thinking something like this could be done with a TDM script, but then can you still activate the envshot command?
Newbie DarkRadiant Questions
in TDM Editors Guild
Posted
https://wiki.thedarkmod.com/index.php?title=Stim/Response_Editor#Available_effects
I don't have experience with it, but I just read about it, so thought I mention it.